#version 120

//this is insipred by the sources mentioned in openglframework.c
varying vec3 N;
varying vec4 pos;

void main(void)
{
	pos = gl_ModelViewMatrix * gl_Vertex;
	N = normalize(gl_NormalMatrix * gl_Normal);
	//Note that ftransform() is no longer available since GLSL 1.40 and GLSL ES 1.0
	//gl_Position = ftransform();
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	
}